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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plParticleEffect_inc
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#define plParticleEffect_inc
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "hsMatrix44.h"
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class plEffectTargetInfo;
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class plConvexVolume;
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class hsResMgr;
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class plSceneObject;
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class plParticleEffect : public hsKeyedObject
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{
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public:
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CLASSNAME_REGISTER( plParticleEffect );
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GETINTERFACE_ANY( plParticleEffect, hsKeyedObject );
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// Order is:
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// PrepareEffect is called with a given target (including valid
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// ParticleContext).
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// ApplyEffect is called some once for each particle (maybe zero times).
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// It can return true to kill a particle.
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// Target and Context passed in with Prepare will be
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// guaranteed to remain valid until,
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// EndEffect marks no more particles will be processed with the above
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// context (invalidating anything cached).
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// Defaults for Prepare and End are no-ops.
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virtual void PrepareEffect(const plEffectTargetInfo& target) {}
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i) = 0;
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virtual void EndEffect(const plEffectTargetInfo& target) {}
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};
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class plParticleCollisionEffect : public plParticleEffect
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{
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public:
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plParticleCollisionEffect();
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~plParticleCollisionEffect();
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CLASSNAME_REGISTER( plParticleCollisionEffect );
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GETINTERFACE_ANY( plParticleCollisionEffect, plParticleEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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virtual bool MsgReceive(plMessage *msg);
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protected:
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plSceneObject *fSceneObj;
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plConvexVolume *fBounds;
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};
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// Default particle blocker. Doesn't affect particle's velocity,
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// so it'll keep "beat"ing on the deflector until the velocity
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// dotted with the deflector normal slides it off an edge.
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class plParticleCollisionEffectBeat : public plParticleCollisionEffect
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{
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public:
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plParticleCollisionEffectBeat();
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CLASSNAME_REGISTER( plParticleCollisionEffectBeat );
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GETINTERFACE_ANY( plParticleCollisionEffectBeat, plParticleCollisionEffect );
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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};
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// This particle blocker just kills any particles that hit it.
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class plParticleCollisionEffectDie : public plParticleCollisionEffect
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{
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public:
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plParticleCollisionEffectDie();
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CLASSNAME_REGISTER( plParticleCollisionEffectDie );
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GETINTERFACE_ANY( plParticleCollisionEffectDie, plParticleCollisionEffect );
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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};
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class plParticleCollisionEffectBounce : public plParticleCollisionEffect
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{
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protected:
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float fBounce;
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float fFriction;
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public:
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plParticleCollisionEffectBounce();
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CLASSNAME_REGISTER( plParticleCollisionEffectBounce );
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GETINTERFACE_ANY( plParticleCollisionEffectBounce, plParticleCollisionEffect );
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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void SetBounce(float b) { fBounce = b; }
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float GetBounce() const { return fBounce; }
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void SetFriction(float f) { fFriction = f; }
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float GetFriction() const { return fFriction; }
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};
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class plParticleFadeVolumeEffect : public plParticleEffect
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{
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protected:
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// Some cached properties. These will be the same for all
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// particles between matching PrepareEffect and EndEffect calls.
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hsPoint3 fMax;
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hsPoint3 fMin;
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hsPoint3 fNorm;
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public:
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plParticleFadeVolumeEffect();
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~plParticleFadeVolumeEffect();
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CLASSNAME_REGISTER( plParticleFadeVolumeEffect );
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GETINTERFACE_ANY( plParticleFadeVolumeEffect, plParticleEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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//virtual bool MsgReceive(plMessage *msg);
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float fLength;
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bool fIgnoreZ;
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};
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class plParticleWindEffect : public plParticleEffect
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{
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protected:
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// The properties that define the wind. These might/should be animatable.
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float fStrength;
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float fConstancy;
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float fSwirl;
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bool fHorizontal;
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hsVector3 fRefDir;
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// Some cached properties. These will be the same for all
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// particles between matching PrepareEffect and EndEffect calls.
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// These define the current state of the wind.
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hsVector3 fWindVec;
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hsVector3 fRandDir;
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hsVector3 fDir;
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double fLastDirSecs;
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public:
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plParticleWindEffect();
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~plParticleWindEffect();
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CLASSNAME_REGISTER( plParticleWindEffect );
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GETINTERFACE_ANY( plParticleWindEffect, plParticleEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i) = 0;
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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void SetStrength(float v) { fStrength = v; }
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float GetStrength() const { return fStrength; }
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void SetConstancy(float c) { fConstancy = c; }
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float GetConstancy() const { return fConstancy; }
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void SetSwirl(float s) { fSwirl = s; }
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float GetSwirl() const { return fSwirl; }
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void SetHorizontal(bool on) { fHorizontal = on; }
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bool GetHorizontal() const { return fHorizontal; }
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void SetRefDirection(const hsVector3& v);
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const hsVector3& GetRefDirection() const { return fRefDir; }
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};
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class plParticleLocalWind : public plParticleWindEffect
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{
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protected:
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hsVector3 fScale;
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float fSpeed;
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hsVector3 fPhase;
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hsVector3 fInvScale;
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double fLastPhaseSecs;
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public:
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plParticleLocalWind();
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~plParticleLocalWind();
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CLASSNAME_REGISTER( plParticleLocalWind );
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GETINTERFACE_ANY( plParticleLocalWind, plParticleWindEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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void SetScale(const hsVector3& v) { fScale = v; }
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const hsVector3& GetScale() const { return fScale; }
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void SetSpeed(float v) { fSpeed = v; }
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float GetSpeed() const { return fSpeed; }
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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};
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class plParticleUniformWind : public plParticleWindEffect
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{
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protected:
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float fFreqMin;
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float fFreqMax;
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float fFreqCurr;
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float fFreqRate;
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double fCurrPhase;
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double fLastFreqSecs;
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float fCurrentStrength;
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public:
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plParticleUniformWind();
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~plParticleUniformWind();
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CLASSNAME_REGISTER( plParticleUniformWind );
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GETINTERFACE_ANY( plParticleUniformWind, plParticleWindEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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void SetFrequencyRange(float minSecsPerCycle, float maxSecsPerCycle);
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void SetFrequencyRate(float secsPerCycle);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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};
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class plParticleInfluenceInfo
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{
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public:
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hsVector3 fAvgVel;
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hsVector3 fRepDir;
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};
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class plParticleFlockEffect : public plParticleEffect
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{
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//protected:
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protected:
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hsPoint3 fTargetOffset; // Worldspace offset from our target to get the true goal
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hsPoint3 fDissenterTarget; // Where to particles go when they get scared and leave us?
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float fInfAvgRadSq; // Square of the radius of influence for average velocity matching.
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float fInfRepRadSq; // Same, for repelling from neighbors.
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float fAvgVelStr; // How strongly are we influenced by average dir?
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float fRepDirStr; // Same for repelling
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float fGoalOrbitStr; // Same for the goal (when we're within the desired distance)
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float fGoalChaseStr; // Same for the goal (when we're too far away, and chasing it)
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float fGoalDistSq;
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float fFullChaseDistSq;
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float fMaxOrbitSpeed;
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float fMaxChaseSpeed;
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uint16_t fMaxParticles;
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float *fDistSq; // Table of distances from particle to particle
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plParticleInfluenceInfo *fInfluences;
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void IUpdateDistances(const plEffectTargetInfo &target);
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void IUpdateInfluences(const plEffectTargetInfo &target);
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public:
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plParticleFlockEffect();
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~plParticleFlockEffect();
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CLASSNAME_REGISTER( plParticleFlockEffect );
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GETINTERFACE_ANY( plParticleFlockEffect, plParticleEffect );
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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void SetTargetOffset(const hsPoint3 &offset) { fTargetOffset = offset; }
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void SetDissenterTarget(const hsPoint3 &target) { fDissenterTarget = target; }
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void SetInfluenceAvgRadius(float val) { fInfAvgRadSq = val * val; }
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void SetInfluenceRepelRadius(float val) { fInfRepRadSq = val * val; }
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void SetGoalRadius(float val) { fGoalDistSq = val * val; }
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void SetFullChaseRadius(float val) { fFullChaseDistSq = val * val; }
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void SetConformStr(float val) { fAvgVelStr = val; }
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void SetRepelStr(float val) { fRepDirStr = val; }
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void SetGoalOrbitStr(float val) { fGoalOrbitStr = val; }
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void SetGoalChaseStr(float val) { fGoalChaseStr = val; }
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void SetMaxOrbitSpeed(float val) { fMaxOrbitSpeed = val; }
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void SetMaxChaseSpeed(float val) { fMaxChaseSpeed = val; }
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void SetMaxParticles(uint16_t num);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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virtual void Write(hsStream *s, hsResMgr *mgr);
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virtual bool MsgReceive(plMessage *msg);
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};
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class plParticleFollowSystemEffect : public plParticleEffect
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{
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public:
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CLASSNAME_REGISTER( plParticleFollowSystemEffect );
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GETINTERFACE_ANY( plParticleFollowSystemEffect, plParticleEffect );
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plParticleFollowSystemEffect();
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virtual void PrepareEffect(const plEffectTargetInfo& target);
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virtual bool ApplyEffect(const plEffectTargetInfo& target, int32_t i);
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virtual void EndEffect(const plEffectTargetInfo& target);
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protected:
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hsMatrix44 fOldW2L;
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bool fEvalThisFrame;
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};
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#endif
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